Anatomy of a Solarpunk
Actions
You have five actions, each with a rating between 1-3. Actions form the base dice pool for encounter rolls and some downtime rolls. Specifics on how to use actions can be found in the Encounters and Downtime sections.
Analyze
figure out, perceive, learn, and discover
Compile
create, fix, patch, and stitch
Exploit
attack, harm, force, and destroy
Ghost
deceive, avoid, trick, and bypass
Network
consort, comfort, convince, and empathize
Spirit
Spirit is a progress track[6]. You mark spirit to resist consquences from encounter rolls, assist your friends, and to run certain programs. Spirit is usually cleared with the Rest & Revovery downtime action, but some gear and programs clear spirit as well. When you fill your spirit track, you are fatigued, taking -1d on encounter rolls.
Bond
Bond represents your connection with other PCs. Typically, you mark bond when other PCs assist you with crew actions, and erase bond when you repay the favor later.
Talents
Your choice of playbook gives you a set of talents--passive upgrades and buffs. You start with one at character creation and can earn more by filling your playbook track.
Loadout
Your choice of playbook also gives you a unqiue set of specialized gear, equipment, and companions that give the playbook its unqiue special abilties, broadly called programs. Programs typically are associated with one or more functions and running program requires an action roll. You always have your loadout and it can be upgraded through crafting actions during downtime.
Resources
Resources are any other items you have available, such as crafting materials, weapons, tools, trinkets, and more.